I wonder if enemies battlescape AI scripts are hard-coded or changeabe. What is the maximum degree of a change? Example: passive-agressive behavior change to an agressive behavior, e.g. fast engage (and even assault of the X-Com aircraft) with the X-Com team after 3 turns passed, but only for one type of alien vessel/alien mission.Is this moddable?

Example: passive-agressive behavior change to an agressive behavior, e.g. fast engage (and even assault of the X-Com aircraft) with the X-Com team after 3 turns passed, but only for one type of alien vessel/alien mission.

Units have "aggression" attribute.Fast engage can be simulated on the map by placing more units outside and giving them enough patrol nodes... or simply bigger sight range.There's also a LeeroyJenkins mode for melee units... that will mindlessly charge you no matter what, after spotting you. (Also works better with longer sight ranges).

Units have "aggression" attribute.Fast engage can be simulated on the map by placing more units outside and giving them enough patrol nodes... or simply bigger sight range.There's also a LeeroyJenkins mode for melee units... that will mindlessly charge you no matter what, after spotting you. (Also works better with longer sight ranges).

Thanks for the answer, sorry for the offtop, I would rather post this is the Suggestions Branch, my fault.

Hello, everyone! I apologize if this has been asked before on other threads (I did my research, really I did), but I have a question: I stumbled upon WarBoy's old gem OpenXcomWar, but for the life of me, I could not make it work in openexcomexplus. Any ideas would be highly appreciated.

Please see the attached gem. Actually, I wanted to ask if you guys plan to have something like a converter for old mods?

Hello, everyone! I apologize if this has been asked before on other threads (I did my research, really I did), but I have a question: I stumbled upon WarBoy's old gem OpenXcomWar, but for the life of me, I could not make it work in openexcomexplus. Any ideas would be highly appreciated.

Please see the attached gem. Actually, I wanted to ask if you guys plan to have something like a converter for old mods?

This is just an old version of OpenXcom... what do you want to use it for?

This is again a return to the topic of the Extender. And to OpenXcom. I've offered to investigate it many times, but it was the voice of a screaming man in the desert.

Meridian, I've always asked you to explore old mods. There many interesting things. What's in the https://www.ufopaedia.org/index.php/UFOextender, what's here. A lot of small amenities that create overall comfort. Most of the options you have already been implemented, but not all.

I simply wanted to run an old mod, that's all. the gem I'm referring to is WarBoy's mod I attached in my previous post.

The file you attached is fully functional, you can run it as is... you don't need OXCE.

If you want to have these features in OXCE, you can create these mods using the standard "ruleset modding" capability... if I read the list of features correctly, everything is doable in OXCE already... maybe except the flashbang grenade (we can't decrease detection radius, but all other things can be done).

Most of these mods are also already available as standalone mods (combat knife, sniper rifle, flamethrower, sentinel craft, new armors, training facility, medical facility, etc.) or as part of existing modpacks (FMP, area51, etc.).